Improve Police Cutters

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Monthar
Posts: 70
Joined: Fri Jun 26, 2009 10:29 am

Improve Police Cutters

Post by Monthar » Wed Apr 02, 2014 9:52 pm

The police cutters still have the same weapons limit as they did in SotS1 where they were the same CP as destroyers, yet here in SotS2 they are 1 CE which is 3 times the CP they were in SotS1. So they either need to have their weapons load-out boosted by 3x so they are actually a cruiser equivalent or lower their CE to 1/3. Since we can't have a CE less than 1 I have an idea to make this work with their current load-outs.

Move the Police Cutter to the BR category and make a special BR slot just for Police. Then make a Police Station that's basically a BR satellite that can only carry 3 Police Cutters and only has light turrets on the satellite itself. Since this satellite can only carry cutters it has a CE of 1. Then just shift all the moral and piracy modifiers from the cutters to the police station so we keep the same level of bonuses.

Ciurrioc
Posts: 746
Joined: Sat Aug 03, 2013 4:34 am

Re: Improve Police Cutters

Post by Ciurrioc » Wed Apr 02, 2014 10:21 pm

I like
Has seen the Cover of the fabled Mecronomicon

"Who's hands shape what is"

Been around since 07...forum ate my account...rip 8/3/13

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Karu
Posts: 420
Joined: Sun Apr 21, 2013 11:49 am

Re: Improve Police Cutters

Post by Karu » Thu Apr 03, 2014 12:41 pm

Some races can equip their Navy with BR allready.

Another station on top of the 5 different types is more micro for little to no gain (not talking about micromanaging BR, which is a pain in itself).

A full fledged naval lvl 5 can support 83 cutters. And you can stack them in any sector.
That are 166 missiles. and 83 to 166 PD mounts. Which would translate in a full fleet. Plus your own fleet.
This defenders advantage for core worlds is quite huge.

If you want "better defense" go for SDBs (tech is called stealth structures).


Sincerly

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